Merge branch 'miami' into lcs
# Conflicts: # premake5.lua # src/audio/AudioLogic.cpp # src/audio/AudioManager.cpp
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@@ -44,14 +44,21 @@ public:
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// 63 = L 100% R 100%
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// 127 = L 0% R 100%
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uint8 m_nFrontRearPan; // Used on PS2 for surround panning
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#ifndef FIX_BUGS
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uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
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// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
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#else
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float m_nFramesToPlay; // Made into float for high fps fix
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#endif
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// all fields below are internal to AudioManager calculations and aren't set by queued sample
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bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
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bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free
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uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
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int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
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#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
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int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
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#endif
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};
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VALIDATE_SIZE(tSound, 96);
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@@ -229,16 +236,16 @@ public:
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uint8 m_nChannelOffset;
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float m_fSpeedOfSound;
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bool8 m_bTimerJustReset;
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int32 m_nTimer;
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uint32 m_nTimer;
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tSound m_sQueueSample;
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uint8 m_nActiveSampleQueue;
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tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
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uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
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uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
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uint8 m_nActiveQueue;
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tSound m_aRequestedQueue[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC];
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uint8 m_aRequestedOrderList[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC];
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uint8 m_nRequestedCount[NUM_SOUND_QUEUES];
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tSound m_asActiveSamples[NUM_CHANNELS_GENERIC];
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tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
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int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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uint32 m_aAudioEntityOrderList[NUM_AUDIOENTITIES];
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uint32 m_nAudioEntitiesCount;
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#ifdef AUDIO_REFLECTIONS
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CVector m_avecReflectionsPos[MAX_REFLECTIONS];
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float m_afReflectionsDistances[MAX_REFLECTIONS];
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@@ -278,15 +285,15 @@ public:
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uint8 m_nMissionAudioLoadingStatus[MISSION_AUDIO_SLOTS];
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uint8 m_nMissionAudioPlayStatus[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMissionAudioPlaying[MISSION_AUDIO_SLOTS];
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int32 m_nMissionAudioFramesToPlay[MISSION_AUDIO_SLOTS];
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int32 m_nMissionAudioFramesToPlay[MISSION_AUDIO_SLOTS]; // possibly unsigned
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bool8 m_bIsMissionAudioAllowedToPlay[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMissionAudioPhoneCall[MISSION_AUDIO_SLOTS];
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uint8 m_nGlobalSfxVolumeMultiplier; // used to lower sfx volume during phone calls
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int32 m_anRandomTable[5];
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uint8 m_nTimeSpent;
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bool8 m_nUserPause;
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bool8 m_nPreviousUserPause;
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bool8 m_bIsPaused;
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bool8 m_bWasPaused;
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uint32 m_FrameCounter;
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uint32 field_5644_lcs;
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